// obstacle removed
int level = 0;
for (int face = 0; face < Block::FACE_COUNT; ++face) {
- Pos next_pos(ToPos(index) + Block::FaceNormal(Block::Face(face)));
- int next_level = 0;
- if (InBounds(next_pos)) {
- next_level = GetLight(next_pos);
- } else {
- if (HasNeighbor(Block::Face(face))) {
- next_pos -= (Block::FaceNormal(Block::Face(face)) * Chunk::Extent());
- next_level = GetNeighbor(Block::Face(face)).GetLight(next_pos);
- }
- }
- if (level < next_level) {
- level = next_level;
+ BlockLookup next_block(this, ToPos(index), Block::Face(face));
+ if (next_block) {
+ level = std::min(level, next_block.GetLight());
}
}
if (level > 1) {
}
}
-const Block *Chunk::FindNext(const Pos &pos, Block::Face face) const {
- Pos next_pos(pos + Block::FaceNormal(face));
- if (InBounds(next_pos)) {
- return &BlockAt(pos + Block::FaceNormal(face));
- } else if (HasNeighbor(face)) {
- return &GetNeighbor(face).BlockAt(next_pos - (Block::FaceNormal(face) * Extent()));
- } else {
- return nullptr;
- }
-}
-
void Chunk::SetNeighbor(Chunk &other) {
if (other.position == position + Pos(-1, 0, 0)) {
if (neighbor[Block::FACE_LEFT] != &other) {
}
void Chunk::Unlink() {
- if (neighbor[Block::FACE_UP]) {
- neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = nullptr;
- }
- if (neighbor[Block::FACE_DOWN]) {
- neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = nullptr;
- }
- if (neighbor[Block::FACE_LEFT]) {
- neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = nullptr;
- }
- if (neighbor[Block::FACE_RIGHT]) {
- neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = nullptr;
- }
- if (neighbor[Block::FACE_FRONT]) {
- neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = nullptr;
- }
- if (neighbor[Block::FACE_BACK]) {
- neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = nullptr;
+ for (int face = 0; face < Block::FACE_COUNT; ++face) {
+ if (neighbor[face]) {
+ neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = nullptr;
+ }
}
}
void Chunk::Relink() {
- if (neighbor[Block::FACE_UP]) {
- neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = this;
- }
- if (neighbor[Block::FACE_DOWN]) {
- neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = this;
- }
- if (neighbor[Block::FACE_LEFT]) {
- neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = this;
- }
- if (neighbor[Block::FACE_RIGHT]) {
- neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = this;
- }
- if (neighbor[Block::FACE_FRONT]) {
- neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = this;
- }
- if (neighbor[Block::FACE_BACK]) {
- neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = this;
+ for (int face = 0; face < Block::FACE_COUNT; ++face) {
+ if (neighbor[face]) {
+ neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = this;
+ }
}
}
return light[index];
}
-float Chunk::GetVertexLight(int index, const BlockModel::Position &vtx, const BlockModel::Normal &norm) const {
+float Chunk::GetVertexLight(int index, const BlockModel::Position &vtx, const Model::Normal &norm) const {
float light = GetLight(index);
Chunk::Pos pos(ToPos(index));
return false;
}
for (int face = 0; face < Block::FACE_COUNT; ++face) {
- const Block *next = FindNext(pos, Block::Face(face));
- if (!next || !Type(*next).visible) {
+ BlockLookup next = BlockLookup(const_cast<Chunk *>(this), pos, Block::Face(face));
+ if (!next || !next.GetType().visible) {
return true;
}
}
for (size_t i = 0; i < Size(); ++i) {
const BlockType &type = Type(blocks[i]);
- if (!type.visible || Obstructed(i)) continue;
+ if (!type.visible || Obstructed(i).All()) continue;
type.FillBlockModel(buf, ToTransform(i), vtx_counter);
size_t vtx_begin = vtx_counter;
vtx_counter += type.shape->VertexCount();
for (size_t vtx = vtx_begin; vtx < vtx_counter; ++vtx) {
- buf.lights.emplace_back(GetVertexLight(i, buf.vertices[vtx], buf.normals[vtx]));
+ buf.lights.emplace_back(GetVertexLight(
+ i,
+ buf.vertices[vtx],
+ type.shape->VertexNormal(vtx - vtx_begin, blocks[i].Transform())
+ ));
}
}
dirty = false;
}
-bool Chunk::Obstructed(int idx) const {
+Block::FaceSet Chunk::Obstructed(int idx) const {
Chunk::Pos pos(ToPos(idx));
+ Block::FaceSet result;
- Chunk::Pos left_pos(pos + Chunk::Pos(-1, 0, 0));
- const Block *left_block = nullptr;
- if (InBounds(left_pos)) {
- left_block = &BlockAt(left_pos);
- } else if (HasNeighbor(Block::FACE_LEFT)) {
- left_pos += Chunk::Pos(Width(), 0, 0);
- left_block = &GetNeighbor(Block::FACE_LEFT).BlockAt(left_pos);
- } else {
- return false;
- }
- if (!Type(*left_block).FaceFilled(*left_block, Block::FACE_RIGHT)) {
- return false;
- }
-
- Chunk::Pos right_pos(pos + Chunk::Pos(1, 0, 0));
- const Block *right_block = nullptr;
- if (InBounds(right_pos)) {
- right_block = &BlockAt(right_pos);
- } else if (HasNeighbor(Block::FACE_RIGHT)) {
- right_pos += Chunk::Pos(-Width(), 0, 0);
- right_block = &GetNeighbor(Block::FACE_RIGHT).BlockAt(right_pos);
- } else {
- return false;
- }
- if (!Type(*right_block).FaceFilled(*right_block, Block::FACE_LEFT)) {
- return false;
- }
-
- Chunk::Pos down_pos(pos + Chunk::Pos(0, -1, 0));
- const Block *down_block = nullptr;
- if (InBounds(down_pos)) {
- down_block = &BlockAt(down_pos);
- } else if (HasNeighbor(Block::FACE_DOWN)) {
- down_pos += Chunk::Pos(0, Height(), 0);
- down_block = &GetNeighbor(Block::FACE_DOWN).BlockAt(down_pos);
- } else {
- return false;
- }
- if (!Type(*down_block).FaceFilled(*down_block, Block::FACE_UP)) {
- return false;
- }
-
- Chunk::Pos up_pos(pos + Chunk::Pos(0, 1, 0));
- const Block *up_block = nullptr;
- if (InBounds(up_pos)) {
- up_block = &BlockAt(up_pos);
- } else if (HasNeighbor(Block::FACE_UP)) {
- up_pos += Chunk::Pos(0, -Height(), 0);
- up_block = &GetNeighbor(Block::FACE_UP).BlockAt(up_pos);
- } else {
- return false;
- }
- if (!Type(*up_block).FaceFilled(*up_block, Block::FACE_DOWN)) {
- return false;
- }
-
- Chunk::Pos back_pos(pos + Chunk::Pos(0, 0, -1));
- const Block *back_block = nullptr;
- if (InBounds(back_pos)) {
- back_block = &BlockAt(back_pos);
- } else if (HasNeighbor(Block::FACE_BACK)) {
- back_pos += Chunk::Pos(0, 0, Depth());
- back_block = &GetNeighbor(Block::FACE_BACK).BlockAt(back_pos);
- } else {
- return false;
- }
- if (!Type(*back_block).FaceFilled(*back_block, Block::FACE_FRONT)) {
- return false;
- }
-
- Chunk::Pos front_pos(pos + Chunk::Pos(0, 0, 1));
- const Block *front_block = nullptr;
- if (InBounds(front_pos)) {
- front_block = &BlockAt(front_pos);
- } else if (HasNeighbor(Block::FACE_FRONT)) {
- front_pos += Chunk::Pos(0, 0, -Depth());
- front_block = &GetNeighbor(Block::FACE_FRONT).BlockAt(front_pos);
- } else {
- return false;
- }
- if (!Type(*front_block).FaceFilled(*front_block, Block::FACE_BACK)) {
- return false;
+ for (int f = 0; f < Block::FACE_COUNT; ++f) {
+ Block::Face face = Block::Face(f);
+ BlockLookup next(const_cast<Chunk *>(this), pos, face);
+ if (next && next.GetType().FaceFilled(next.GetBlock(), Block::Opposite(face))) {
+ result.Set(face);
+ }
}
- return true;
+ return result;
}
glm::mat4 Chunk::ToTransform(int idx) const {